GAMEPLAY
9
Medkits can be carried with you. It may take several medkits to heal
severe wounds.
Med-bots can be found throughout the world. They provide much
greater healing power per use and they can be used multiple times.
The Regeneration biomod also provides quick and complete healing,
though using it requires bioenergy.
EMP Damage
EMP (Electromagnetic Pulse) weapons are designed for use against bots
and other mechanical targets. In general, EMP damage does not affect
organic targets (although some weapons are designed to both adminis-
ter EMP damage and also affect organics through other means).
Thanks to your nano-systems, you are not entirely organic. If an EMP
weapon hits you, your bioenergy reserves will be drained severely.
Bots and other mechanical targets can be destroyed with either EMP
or physical damage.
Ammo
All weapons use the same ammunition: a nano-mass that is dynamically
configured by the weapon itself into ammunition of the appropriate type
— anything from a pistol shot to a guided rocket, or even incendiary fuel
for the flamethrower.
Heavier weapons use up more ammo per shot. You will get many more
pistol shots from a single magazine than you will rockets or grenades.
You can carry up to 10 magazines of ammo at any given time.
Your current ammunition is displayed on your HUD.
L
-
TRIGGER
Alt Fire
Every ranged weapon in the game (plus all proximity mines) have an
“alt fire” mode, activated when you use the
L
-
TRIGGER
to fire. Alt-fire
effects range from targeting aids (the scope of the boltcaster and sniper
rifle), to completely different modes of attack (the SMG’s micro-grenade
launcher, or the flame thrower’s napalm caster). A list of the alt-fire
attacks can be found in the weapon descriptions that begin on p. 21.
While some alt-fire effects are passive and use no additional ammo at
all (e.g., scopes), other alt-fire attacks with high damage potential can
require significantly more ammo than a normal attack.
8
A
Datacubes
Datacubes hold recorded data such as email, memos, pic-
tures and graphics. To access the contents of a datacube,
focus on it and press
A
. Any data that’s important to your
mission will automatically be stored in your Data Vault (see p.
15).
Purchasing/Credits
As you progress through the game, you will from time to time find
Credits (the “virtual cash” of Deus Ex). Your credit total can be found
at the top of your Inventory Screen (
X
to access).
You can purchase weapons, ammo, information and other useful
items (including black-market biomods) with credits. If a character has
something he or she wishes to sell you, it will appear as an option
during conversation. You can choose to accept or decline the transac-
tion just as you would choose any other conversation option — high-
light your choice and press
A
to accept it.
COMBAT
In Deus Ex: Invisible War, combat is never the only way to accomplish
your goals. However, if you choose to resort to combat, you should
be aware of the resources at your disposal.
To engage a target, ready your weapon, face your enemy so that it’s
targeted and pull the
R
-
TRIGGER
to attack.
With hand-to-hand weapons, you must be standing within reach of
the target, of course.
Aiming
Taking time to aim at a distant target before firing increases your
chances of hitting. Some weapons, such as the sniper rifle and the
rocket launcher, take more time to aim.
Damage and Healing
When you hit an enemy in combat, the attack’s effectiveness depends
on its location — head shots are far more severe than body shots, but
the head is a harder target to hit.
Damage you sustain can be healed by eating or drinking, or by using
a medkit, a med-bot or the Regeneration biomod (see p. 19).
Food and drink heal only a very small amount of damage.
GAMEPLAY
Summary of Contents for DEUS EX-INVISIBLE WAR
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